462 lines
15 KiB
C++
462 lines
15 KiB
C++
/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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* *
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* Additional permission under GNU AGPL version 3 section 7 *
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* *
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* If you modify this program, or any covered work, by linking or *
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* combining it with the OpenSSL project's OpenSSL library (or a *
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* modified version of that library), containing parts covered by the *
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* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
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* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
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* permission to convey the resulting work. *
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* Corresponding Source for a non-source form of such a combination *
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* shall include the source code for the parts of OpenSSL used as well *
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* as that of the covered work. *
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*****************************************************************************/
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/* State of network client. */
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#ifndef _CLIENTSTATE_H_
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#define _CLIENTSTATE_H_
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#include <boost/asio.hpp>
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#include <boost/shared_ptr.hpp>
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#include <string>
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#define CLIENT_INITIAL_STATE ClientStateInit
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#define CLIENT_FINAL_STATE ClientStateFinal
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class ClientThread;
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class ClientContext;
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class ClientCallback;
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class Game;
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class NetPacket;
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class DownloadHelper;
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class ClientState
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{
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public:
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virtual ~ClientState();
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virtual void Enter(boost::shared_ptr<ClientThread> client) = 0;
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virtual void Exit(boost::shared_ptr<ClientThread> client) = 0;
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virtual void HandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket) = 0;
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};
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// State: Initialization.
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class ClientStateInit : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateInit &Instance();
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virtual ~ClientStateInit();
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// Some basic initialization (socket creation, basic checks).
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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protected:
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// Protected constructor - this is a singleton.
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ClientStateInit();
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};
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// State: Starting name resolution.
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class ClientStateStartResolve : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartResolve &Instance();
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virtual ~ClientStateStartResolve();
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// Initiate the name resolution.
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartResolve();
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void HandleResolve(
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const boost::system::error_code& ec, boost::asio::ip::tcp::resolver::iterator endpoint_iterator,
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boost::shared_ptr<ClientThread> client);
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};
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// State: Start download of the server list.
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class ClientStateStartServerListDownload : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartServerListDownload &Instance();
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virtual ~ClientStateStartServerListDownload();
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// Initiate the name resolution.
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartServerListDownload();
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};
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// State: Downloading the server list.
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class ClientStateDownloadingServerList : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateDownloadingServerList &Instance();
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virtual ~ClientStateDownloadingServerList();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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void SetDownloadHelper(boost::shared_ptr<DownloadHelper> helper);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateDownloadingServerList();
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// Poll for the completion of the download.
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void TimerLoop(const boost::system::error_code& ec, boost::shared_ptr<ClientThread> client);
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private:
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boost::shared_ptr<DownloadHelper> m_downloadHelper;
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};
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// State: Reading the server list.
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class ClientStateReadingServerList : public ClientState
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{
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public:
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static ClientStateReadingServerList &Instance();
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virtual ~ClientStateReadingServerList();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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protected:
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// Protected constructor - this is a singleton.
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ClientStateReadingServerList();
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};
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// State: Waiting for the user to choose a server.
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class ClientStateWaitChooseServer : public ClientState
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{
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public:
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static ClientStateWaitChooseServer &Instance();
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virtual ~ClientStateWaitChooseServer();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitChooseServer();
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void TimerLoop(const boost::system::error_code& ec, boost::shared_ptr<ClientThread> client);
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};
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// State: Initiate server connection.
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class ClientStateStartConnect : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartConnect &Instance();
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virtual ~ClientStateStartConnect();
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// Call connect.
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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void SetRemoteEndpoint(boost::asio::ip::tcp::resolver::iterator endpointIterator);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartConnect();
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void HandleConnect(const boost::system::error_code& ec,
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boost::asio::ip::tcp::resolver::iterator endpoint_iterator,
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boost::shared_ptr<ClientThread> client);
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void TimerTimeout(const boost::system::error_code& ec, boost::shared_ptr<ClientThread> client);
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private:
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boost::asio::ip::tcp::resolver::iterator m_remoteEndpointIterator;
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};
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// Abstract State: Receiving
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class AbstractClientStateReceiving : public ClientState
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{
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public:
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virtual ~AbstractClientStateReceiving();
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virtual void HandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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protected:
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AbstractClientStateReceiving();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket) = 0;
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};
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// State: Session init.
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class ClientStateStartSession : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateStartSession &Instance();
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virtual ~ClientStateStartSession();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartSession();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Waiting for the user to enter login data.
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class ClientStateWaitEnterLogin : public ClientState
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{
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public:
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static ClientStateWaitEnterLogin &Instance();
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virtual ~ClientStateWaitEnterLogin();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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virtual void HandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitEnterLogin();
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void TimerLoop(const boost::system::error_code& ec, boost::shared_ptr<ClientThread> client);
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};
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// State: Wait for Authentication Challenge.
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class ClientStateWaitAuthChallenge : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitAuthChallenge &Instance();
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virtual ~ClientStateWaitAuthChallenge();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitAuthChallenge();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Wait for Authentication Verification.
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class ClientStateWaitAuthVerify : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitAuthVerify &Instance();
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virtual ~ClientStateWaitAuthVerify();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitAuthVerify();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Wait for Session ACK.
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class ClientStateWaitSession : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitSession &Instance();
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virtual ~ClientStateWaitSession();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitSession();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Wait for Join.
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class ClientStateWaitJoin : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitJoin &Instance();
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virtual ~ClientStateWaitJoin();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitJoin();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Wait for start of the game or start info.
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class ClientStateWaitGame : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitGame &Instance();
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virtual ~ClientStateWaitGame();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitGame();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Synchronize on game start.
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class ClientStateSynchronizeStart : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateSynchronizeStart &Instance();
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virtual ~ClientStateSynchronizeStart();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateSynchronizeStart();
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void TimerLoop(const boost::system::error_code& ec, boost::shared_ptr<ClientThread> client);
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Wait for game start.
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class ClientStateWaitStart : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitStart &Instance();
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virtual ~ClientStateWaitStart();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitStart();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Wait for start of the next hand.
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class ClientStateWaitHand : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitHand &Instance();
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virtual ~ClientStateWaitHand();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitHand();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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};
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// State: Hand Loop.
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class ClientStateRunHand : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateRunHand &Instance();
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virtual ~ClientStateRunHand();
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virtual void Enter(boost::shared_ptr<ClientThread> client);
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virtual void Exit(boost::shared_ptr<ClientThread> client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateRunHand();
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virtual void InternalHandlePacket(boost::shared_ptr<ClientThread> client, boost::shared_ptr<NetPacket> tmpPacket);
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static void ResetPlayerActions(Game &curGame);
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static void ResetPlayerSets(Game &curGame);
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};
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class ClientStateFinal : public ClientState
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{
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public:
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static ClientStateFinal &Instance();
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virtual ~ClientStateFinal() {}
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virtual void Enter(boost::shared_ptr<ClientThread> /*client*/) {}
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virtual void Exit(boost::shared_ptr<ClientThread> /*client*/) {}
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virtual void HandlePacket(boost::shared_ptr<ClientThread> /*client*/, boost::shared_ptr<NetPacket> /*tmpPacket*/) {}
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protected:
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// Protected constructor - this is a singleton.
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ClientStateFinal() {}
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};
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#endif
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